Was looking for a mod that added more Promethium based science but even the generated promethium pack productivity this adds doesn't use it, sadly.
Outside of recursively spidering the tech tree I doubt you'll find an elegant solution to the balance issue.
Because this is dealing with productivity, I think it would be fair to say at a minimum automation, production, and utility science are a must-have for every single tech prototype this generates. This would even out over using the mod at the early game. Gears, for example, are trivial with this mod.
Adding to that any prod. tech from Space Age should include space science at a minimum is another idea.
I would, honestly, require promethium packs for every single space age based tech this mod generates.
You could really open the mod to customization and experimentation by adding a few new startup config options.
% productivity added per research is one, you set it to 10%, what if it could scale? level 1-10 is 1%, 11-20 is 5%, then 10% thereafter.
I had my last modded game able to push 587,000 science per minute a new record for me at least.